#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColor; 
layout (location = 2) in vec2 aTexCoord;
layout (location = 3) in vec3 aNormal;
layout (location = 4) in vec3 aTangent;
layout (location = 5) in vec3 aBitangent;

out vec3 FragPos;
out vec2 TexCoord;
out vec3 Normal;
out vec3 Tangent;
out vec3 Bitangent;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
	Normal =  mat3(transpose(inverse(model))) *aNormal;
    TexCoord = aTexCoord;    
	Tangent =  mat3(transpose(inverse(model))) *aTangent;
	Bitangent =  mat3(transpose(inverse(model))) *aBitangent;
    gl_Position = projection * view * model * vec4(aPos, 1.0);
	FragPos = vec3(model * vec4(aPos, 1.0));
}